#pragma once
#include "AI/Monsters/States/state_custom_action.h"

#define TEMPLATE_SPECIALIZATION template <\
	typename _Object\
>

#define CStateCaptureJumpBloodsuckerAbstract CStateCaptureJumpBloodsucker<_Object>


TEMPLATE_SPECIALIZATION
CStateCaptureJumpBloodsuckerAbstract::CStateCaptureJumpBloodsucker(_Object *obj) : inherited(obj)
{
	add_state(eStateCustom,				new CStateMonsterCustomAction<_Object> (obj));
}

TEMPLATE_SPECIALIZATION
CStateCaptureJumpBloodsuckerAbstract::~CStateCaptureJumpBloodsucker	()
{
}

TEMPLATE_SPECIALIZATION
void CStateCaptureJumpBloodsuckerAbstract::execute()
{
	// check alife control
	select_state	(eStateCustom);

	get_state_current()->execute();
	prev_substate = current_substate;
}
TEMPLATE_SPECIALIZATION
void CStateCaptureJumpBloodsuckerAbstract::setup_substates()
{
	state_ptr state = get_state_current();
	if (current_substate == eStateCustom) {
		SStateDataAction data;

		data.action		= ACT_STAND_IDLE;
		data.time_out	= 0;			// do not use time out
		/*data.sound_type	= MonsterSound::eMonsterSoundIdle;
		data.sound_delay = object->db().m_dwIdleSndDelay;
		*/
		state->fill_data_with(&data, sizeof(SStateDataAction));

		return;
	}
}
#undef TEMPLATE_SPECIALIZATION
#undef CStateCaptureJumpBloodsuckerAbstract
